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Re: caelum
kill joy!
I won.. okay and as for the storm: that is why wind guide was cast! and the undead horde hit me twice one for 8 and another for 4 (experience!) had HP of...about 20-25 also storm genrals tried the exact same tactic again... but this time with 13 storm genrals with necklace of vengance? this worked better as compact troops and a large commander in the middle of them... well I killed a few.. or more! |
Re: caelum
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Just kidding ... http://forum.shrapnelgames.com/image...ies/stupid.gif |
Re: caelum
the MIQR has Pale Riders (d3) as 20+3/path; so if the mage had modified death level of 17 (the max), that would yield 62 undead horsemen per casting.
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Re: caelum
wierd you say that yet I got way more...
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Re: caelum
Perhaps the additional paths give geometric rather than arithmetic extra horsemen.
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Re: caelum
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Re: caelum
I will sometimes use combat-orientated pretenders in a short game. I stay away from them in normal-sized or longer games, and I am always very careful with them. It is one thing to send them against a group of barbarians; it is quite another to face them off against a human opponent's main army.
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Re: caelum
and with the amount of magic you can dump on human pretenders its no wonder (boots of callus then cast quickness and spam neifel flames or another mega spell)
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Re: caelum
I know what you mean, arch mage with 4 lvl 8 paths! and 3 lvl 5 sure, this put a serious hurt in my scales but it was worth it! found some ultra cool magic sites and was getting maybe between 10-30 gems a turn around turn 15!
(roughly conquering 1 province a turn then after turn 8 two a turn) |
Re: caelum
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